• Title/Summary/Keyword: Media representation

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A Study on Suggestion for KCR and KORMARC by Analyzing Work and Expression Element of RDA in MARC (MARC 데이터의 RDA 저작 및 표현형 요소 분석을 통한 한국목록규칙 및 KORMARC의 고려사항)

  • Lee, Mi-Hwa
    • Journal of Korean Library and Information Science Society
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    • v.41 no.2
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    • pp.251-272
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    • 2010
  • Resource Description and Access(RDA) was published in 2008, reflecting IFLA IME ICC's International Cataloguing Principles(ICP), conceptual model for cataloging of Functional Requirement for Bibliographic Records(FRBR), and conceptual model for authority data of Functional Requirement for Authority Data(FRAD). Therefore, new tags and fields have been added to MARC21 format, and researches about the prototype have been studied to implement FRBR as envisioned by the new RDA standard. According to the innovative international cataloging environments, KCR and KORMARC must be revised to accommodate RDA description. This study was to grasp occurrence rate of work and expression element of FRBR and RDA among MARC field of Hansung University library and to analyze limitation of MARC data for RDA. Based on this limitations, cataloging rules and tags and fields of KORMARC were suggested to accommodate RDA in national cataloging environment. This study reviewed cataloging rules such like representation, main entry and rule of three, preferred title, types of content, media and carrier. This study is to suggest the consideration of KCR and KORMARC for RDA in Korea.

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How Does Television Talk Show, (Channel A) Reconstruct North Korean Women Defectors' Personal Memories? (텔레비전 토크쇼 <이제 만나러 갑니다>(채널 A)의 탈북 여성들의 사적 기억 재구성 방식과 그 의미에 대하여)

  • Tae, Ji-Ho;Whang, In-Sung
    • Korean journal of communication and information
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    • v.60
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    • pp.104-124
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    • 2012
  • The purpose of this study is to explore how North Korean woman defectors' memories of their past lives are represented in Korean television talk show, (Channel A, 2011~) and its social implications. In order to carry out this task, this study first discusses the emergence of the concept of 'memory' in its relations with 'collective memory', 'cultural memory' and 'history', and its social appropriation in media such as television. And, the ideological aspects of the recent trend of television talk show that deals with people's private memories were also discussed. The study used the method of structural narrative analysis. The findings are the following. First of all, North Korean woman defectors' memories in collide with the dominant public memories in South Korea. In any case, it has been found that the show tended to make North Korea and their defectors as exotic 'others' and thereby reinforce the existing public memory. After all, this study argues that the representation of the defectors' memories in the talk show only results in stressing the melodramatic narrative emotionally packaged with 'laughing' and 'crying' without any sincere consideration of them.

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T-DMB Hybrid Data Service Part 1: Hybrid BIFS Technology (T-DMB 하이브리드 데이터 서비스 Part 1: 하이브리드 BIFS 기술)

  • Lim, Young-Kwon;Kim, Kyu-Heon;Jeong, Je-Chang
    • Journal of Broadcast Engineering
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    • v.16 no.2
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    • pp.350-359
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    • 2011
  • Fast developments of broadcasting technologies since 1990s enabled not only High Definition Television service providing high quality audiovisual contents at home but also mobile broadcasting service providing audiovisual contents to high speed moving vehicle. Terrestrial Digital Multimedia Broadcasting (T-DMB) is one of the technologies developed for mobile broadcasting service, which has been successfully commercialized. One of the major technical breakthroughs achieved by T-DMB in addition to robust vehicular reception is an adoption of framework based on MPEG-4 System. It naturally enables integrated interactive data services by using Binary Format for Scene (BIFS) technology for scene description and representation of graphics object and Object Descriptor Framework representing multimedia service components as objects. T-DMB interactive data service has two fundamental limitations. Firstly, graphic data for interactive service should be always overlaid on top of a video not to be rendered out of it. Secondly, data for interactive service is only received by broadcasting channel. These limitations were considered as general in broadcasting systems. However, they are being considered as hard limitations for personalized data services using location information and user characteristics which are becoming widely used for data services of smart devices in these days. In this paper, the architecture of T-DMB hybrid data service is proposed which is utilizing broadcasting network, wireless internet and local storage for delivering BIFS data to overcome these limitations. This paper also presents hybrid BIFS technology to implement T-DMB hybrid data service while maintaining backward compatibility with legacy T-DMB players.

An ERP study on the processing of Syntactic and lexical negation in Korean (부정문 처리와 문장 진리치 판단의 인지신경기제: 한국어 통사적 부정문과 어휘적 부정문에 대한 ERP 연구)

  • Nam, Yunju
    • Korean Journal of Cognitive Science
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    • v.27 no.3
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    • pp.469-499
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    • 2016
  • The present study investigated the cognitive mechanism underlying online processing of Korean syntactic (for example, A bed/a clock belongs to/doesn't belong to the furniture "침대는/시계는 가구에 속한다/속하지 않는다") and lexical negation (for example, A tiger/a butterfly has/doesn't have a tail "호랑이는/나비는 꼬리가 있다/없다") using an ERP(Event-related potentials) technique and a truth-value verification task. 23 Korean native speakers were employed for the whole experiment and 15's brain responses (out of 23) were recorded for the ERP analysis. The behavioral results (i.e. verification task scores) show that there is universal pattern of the accuracy and response time for verification process: True-Affirmative (high accuracy and short latency) > False-Affirmative > False-Negated > True-Negated. However, the components (early N400 & P600) reflecting the immediate processing of a negation operator were observed only in lexical negation. Moreover, the ERP patterns reflecting an effect of truth value were not identical: N400 effect was observed in the true condition compared to the false condition in the lexically negated sentences, whereas Positivity effect (like early P600) was observed in the false condition compared to the true condition in the syntactically negated sentences. In conclusion, the form and location of negation operator varied by languages and negation types influences the strategy and pattern of online negation processing, however, the final representation resulting from different computational processing of negation appears to be language universal and is not directly affected by negation types.

Study on the Visual Characteristics and Subjectivity in the Live Action Based Virtual Reality (실사기반 가상현실 영상의 특징과 주체 구성에 대한 연구)

  • Jeon, Gyongran
    • Cartoon and Animation Studies
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    • s.48
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    • pp.117-139
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    • 2017
  • The possibility of interactivity of digital media environment is adopted in human expression system and integrates the dynamic aspect of digital technology with expressive structure, thereby transforming the paradigm of image acceptance as well as image expression range. Virtual reality images have an important meaning in that they are changing the one-way mechanism of production and acceptance of images that lead to producers-video-audiences beyond the problem of verisimilitude such as how vividly they simulate reality. First of all, the virtual reality image is not one-sided but interactive image composed by the user. Viewing a virtual reality image does not just see the camera shine, but it gets the same view as in the real world. Therefore, the image that was controlled through framing changes to be configured positively by the user. This implies a change in the paradigm of image acceptance as well as a change in the existing form of the image itself. In addition, the narrative structure of the image and the subjects that are formed in the process are also required to be discussed. In the virtual reality image, the user 's gaze is a fusion of the gaze inside the image and the gaze outside the image. This is because the position of the user as the subject of the gaze in the virtual reality image is continuously restricted by the device of the discourse such as the editing and the narration of the shot. The significance of the virtual reality image is not aesthetically perfect but it is reconstructed according to the user to reflect the existence of the user positively and engage the user in the image.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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A study on the attribute of infotainment design (인포테인먼트 디자인의 개념 연구)

  • Oh, Byung-Keun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.229-240
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    • 2006
  • It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.

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The Ethical Regime and Technological Citizenship in Software Oriented Society (SW(소프트웨어)중심사회의 윤리적 체제와 기술 시티즌십)

  • Kim, Seungeun;Kim, Hyomin
    • Journal of Science and Technology Studies
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    • v.15 no.2
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    • pp.263-301
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    • 2015
  • Digital inclusion is the ability or opportunities of individuals and groups to access and use information technology (IT). Digital inclusion strategies aims to ensure that all citizens regardless of their gender, race and class benefit from IT. Discourse of digital inclusion is notable in that it proposes a desirable relationship between the state, individuals, and the market within the shifting topology of technoscience. Throughout broad discourse analysis of media coverages, in-depth interviews and reports on Korean IT industry, this research argues that dialogues on digital inclusion have substantially influenced the formation of a specific ethical regime. In this regime, individuals should become subjects embodying IT expertise and acceptable codes of conducts. We further discuss that such government-driven ethical regime conflicts with technological citizenship practiced by IT experts and semi-experts. We make theoretical contribution to STS by expanding the concept of technological citizenship to include the rights and obligations of heterogeneous expert and semi-expert groups to form, propose and socially demand alternative developmental pathways of technoscience. We also note that, amid the conflict between ethical regime and technological citizenship, alternative interpretations of gender gap can be forged, providing competing perspectives on women's under-representation and labor conditions in the IT industry. Further research is required to capture the emergence of multiple identities--differentiated by gender, race, class, and more--within the clashing interface between the ethical regime and technological citizenship.

'Cook and Restaurant' reality program, structure, representation, and its cross-cultural implications: A comparative study between and of tvN ('요리 및 식당'의 리얼리티 프로그램의 구성과 재현의 의미와 문화 함축성 - tvN <윤식당1>과 <윤식당2>에 대한 기호학적 비교분석)

  • Lee, Ji Hye;Baek, Seon-Gi
    • 기호학연구
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    • no.56
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    • pp.71-107
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    • 2018
  • The purpose of this study was to find out the presentation of food and cooking process shown through the media and its cultural implications by comparing and analyzing seasons 1 and 2 of , tvN's reality program which has gained high viewer ratings and sympathy from the viewers. In light of the existing documents, the research reviewed the social and cultural meanings implied through a series of processes of "the act of cooking- the act of providing food - the act of having a meal."The authors concerned narrative structure of the program, paradigmatic analysis, actantial analysis, and analysis by applying the culinary triangle of $L{\acute{e}}vi$-Strauss were conducted, in order to find out the difference between seasons 1 and 2 of the . As a result of semiotic analysis on the programs, by focusing on the value of composure and slowness which may be felt through the simple everyday lives and travelling by running a Korean restaurant in a foreign country, the reality program revealed the changed consumption behaviors for Korean food, and the evolutionary process of cooking and the act of providing food reflecting the above. Meanwhile, the transformation of the Korean food may mean the "statelessness of Korean food" hidden under the name of localization or globalization. Furthermore, although the program intended to put up globalization of Korean food, the uniqueness of the Korean food wash armed, and this is the reason why it needs to be examined whether Korean food was used simply for entertainment in the program. Also, the program showed limitations such as drawing cultural inferiority as the motive for watching the program.